Super Mario World 1990
Why it still holds upExploring the world map pays off as much as the levels, with red spots that lead to secret routes, so it is still worth playing today.
1990s platformers that still hold up
Jumping, which is far harder to get right than it looks
Games
Super Mario World 1990
Why it still holds upExploring the world map pays off as much as the levels, with red spots that lead to secret routes, so it is still worth playing today.
Super Metroid 1994
Why it still holds upThe world is still the reason to go back today, made to be explored from its silent, empty start.
Castlevania: Symphony of the Night 1997
Why it still holds upExploring the castle is still the draw: it is full of hidden rooms and secrets, and each new ability opens somewhere that was closed.
Super Mario 64 1996
Why it still holds upMario still controls crisply today, and each painting lets you pick which star to chase, so the game feels open.
Donkey Kong Country 2: Diddy's Kong Quest 1995
Why it still holds upOpen levels that use height, and a difficulty that builds steadily, keep it enjoyable to play now.
Super Mario World 2: Yoshi's Island 1995
Why it still holds upThe art and the countdown that replaces a health bar make it worth playing today, with pastel colours, large backdrops and expressive sprites.
Sonic the Hedgehog 2 1992
Why it still holds upThe reason to go back is level design that rewards speed without giving up exploration.
Donkey Kong Country 1994
Why it still holds upLevels that keep changing how you move, with vines, barrels, mine carts and animals, and a difficulty that rises steadily, are the reason to play it now.
Banjo-Kazooie 1998
Why it still holds upWith every world a themed space full of different tasks, the collecting stays varied, and that is still the reason to play it today.
Mega Man X 1993
Why it still holds upPrecise controls and bosses with distinct movement patterns, where beating one changes how you fight the others, make it worth playing now.
Crash Bandicoot: Warped 1998
Why it still holds upPlatforming, vehicles and time travel levels share one hub, which still gives it variety today.
Crash Bandicoot 2: Cortex Strikes Back 1997
Why it still holds upHub rooms that save, and let you leave a hard stage and come back, still make it easy to approach today.
Out of This World 1991
Also known as Another World
Why it still holds upBecause everything is learned from the world, with checkpoints close together to keep instant deaths manageable, it still teaches itself as you play today.
Mega Man X4 1997
Why it still holds upTwo heroes built so differently still make each stage a different problem today, and a second playthrough feels new.
Sonic the Hedgehog 3 1994
Why it still holds upA second player who flies and swims as Tails shares the same stages, so it is still a game for two.
Contra: Hard Corps 1994
Why it still holds upDifferent characters and different routes still give each new run its own shape today.
Mega Man X2 1994
Why it still holds upBosses that are weak to each other's weapons make the order you choose the main puzzle, so a second run is still worth a try.
Sonic the Hedgehog 2 1992
Why it still holds upRings you can win back and acts built around a ride give it a pace of its own, and six hidden emeralds still give a reason to search every act.
Sonic the Hedgehog 1991
Why it still holds upEvery run is a mix of momentum and caution, with rings that protect you from one hit and slopes that carry your speed, and it plays that way still.
Oddworld: Abe's Oddysee 1997
Why it still holds upIt still plays as a careful puzzle platformer: rescued Mudokons follow your commands and checkpoints are the only saves.
Metal Slug 1996
Why it still holds upAnimation that answers everything you do still gives each level its pace today.
Oddworld: Abe's Exoddus 1998
Why it still holds upAllies in different moods that need different handling make each rescue a small puzzle of its own, and the variety still lasts.
Flashback: The Quest for Identity 1992
Why it still holds upEven now, a hero with human limits and a shield for health makes every drop and jump a measured risk.
Metal Slug 2 1998
Why it still holds upA fight that never stops, in scenery you can blow apart, still makes each level a rush toward the boss.
Turrican II: The Final Fight 1991
Why it still holds upEvery world is still a place to explore and to listen to, with big labyrinth levels and a score of their own.
RoboCop Versus the Terminator 1994
Why it still holds upIt is still a clean run and gun today, because the controls answer at once and the scenery gives you a reason to keep shooting.
Ninja Gaiden III: The Ancient Ship of Doom 1991
Why it still holds upWalls to climb and pipes to hang from still make every level a space to move through vertically today.
Kirby's Adventure 1993
Why it still holds upEvery enemy is still a possible tool, since swallowing one takes its power.
Disney's DuckTales 2 1993
Why it still holds upYou can still plan your own route, tackling levels in any order and revisiting them with new gear.
Bucky O'Hare 1992
Why it still holds upThe opening still gives you freedom, with four planets in any order and a team you can switch between.
Kirby's Dream Land 3 1997
Why it still holds upEvery enemy is still a possible key, because abilities open parts of a level.
Castlevania: Rondo of Blood 1993
Why it still holds upAlternate routes and a second hero still give each run through the castle a different shape today.
Fantastic Dizzy 1993
Why it still holds upA puzzle quest with a star hunt is still a good thing to play through.
Klonoa: Door to Phantomile 1997
Why it still holds upEvery fight still has a second use, with a grabbed enemy that is both weapon and springboard.
Sonic the Hedgehog 1991
Why it still holds upZones built for looking around as well as running still make it worth a try today.
Donkey Kong 1994
Why it still holds upA key, a door and a clock turn every screen into a small puzzle, and Mario's acrobatics are still the tools you solve it with.
Kid Chameleon 1992
Why it still holds upEach level is still a choice of who to be, with masks that turn the Kid into a different hero.
Crash Bandicoot 1996
Why it still holds upThere is still a reason to look beyond the path, with crates to smash in every level.
Zool: Ninja of the Nth Dimension 1992
Why it still holds upHidden minigames still reward a curious player today.
Disney's Aladdin 1993
Why it still holds upQuick jumps and a clear route through each stage make it an easy game to pick up now.
Gunstar Heroes 1993
Why it still holds upStages that switch formats and weapons you can combine are still what keep it varied today.
Roll Away 1998
Also known as Kula World
Why it still holds upA ball that turns gravity as it rolls still makes each level a puzzle of its own today.
Super Mario Land 2: 6 Golden Coins 1992
Why it still holds upIts mix of short levels and a free choice of order suits a quick session now.
Turrican 1990
Why it still holds upWide levels that reward exploring over rushing still make it worth a look now.
Disney's The Jungle Book 1994
Why it still holds upA film-based adventure with its own mix of jumps and projectiles remains a lively choice today.
Disney's Aladdin 1993
Why it still holds upDrawn motion that still looks fluid is a good reason to give it a try now.
Deep Duck Trouble Starring Donald Duck 1993
Why it still holds upKicking blocks to make bridges or find treasure still gives each stage a little puzzle to solve.
Mickey Mania: The Timeless Adventures of Mickey Mouse 1994
Why it still holds upCartoon settings from across Mickey's career are still an inviting place to spend an afternoon.
Bright side scrolling stages share this page with worlds to run around in three dimensions and a few large maps to explore. Many are the kind of game you finish once and then play again.